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C++ IAnimatedCharacter::RequestPhysicalColliderMode方法代码示例

本文整理汇总了C++中IAnimatedCharacter::RequestPhysicalColliderMode方法的典型用法代码示例。如果您正苦于以下问题:C++ IAnimatedCharacter::RequestPhysicalColliderMode方法的具体用法?C++ IAnimatedCharacter::RequestPhysicalColliderMode怎么用?C++ IAnimatedCharacter::RequestPhysicalColliderMode使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在IAnimatedCharacter的用法示例。


在下文中一共展示了IAnimatedCharacter::RequestPhysicalColliderMode方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: Exit

void CActionCoopAnimation::Exit()
{
	SendStateEventCoopAnim();

	TPlayerAction::Exit();

	IAnimatedCharacter* pAnimChar = m_player.GetAnimatedCharacter();
	IAnimatedCharacter* pAnimCharTarget = m_targetEntityID ? m_target.GetAnimatedCharacter() : NULL;

	if( pAnimChar )
	{
		pAnimChar->SetMovementControlMethods(eMCM_Entity, eMCM_Entity);
		pAnimChar->ForceRefreshPhysicalColliderMode();
		pAnimChar->RequestPhysicalColliderMode(eColliderMode_Undefined, eColliderModeLayer_Game, "CActionStealthKill::Exit()");
	}
	if (pAnimCharTarget)
	{
		pAnimCharTarget->SetMovementControlMethods(eMCM_Entity, eMCM_Entity);
		pAnimCharTarget->ForceRefreshPhysicalColliderMode();
		pAnimCharTarget->RequestPhysicalColliderMode(eColliderMode_Undefined, eColliderModeLayer_Game, "CActionStealthKill::Exit()");
	}

	RemoveTargetFromSlaveContext();

	m_player.PartialAnimationControlled( false, PlayerCameraAnimationSettings());
	m_player.GetActorStats()->animationControlledID = 0;
	m_player.HolsterItem(false);

	// Update visibility to change render mode of 1st person character
	m_player.RefreshVisibilityState();
}
开发者ID:aronarts,项目名称:FireNET,代码行数:31,代码来源:ActionCoopAnim.cpp

示例2: Exit

    virtual void Exit()
    {
        TPlayerAction::Exit();

        IAnimatedCharacter* pAnimChar = m_player.GetAnimatedCharacter();

        if( pAnimChar )
            {
                pAnimChar->SetMovementControlMethods(eMCM_Entity, eMCM_Entity);
                pAnimChar->ForceRefreshPhysicalColliderMode();
                pAnimChar->RequestPhysicalColliderMode(eColliderMode_Undefined, eColliderModeLayer_Game, "CActionLedgeGrab::Enter()");
            }

        if (!m_haveUnHolsteredWeapon)
            {
                m_haveUnHolsteredWeapon=true;
                m_player.HolsterItem_NoNetwork(false, true, 0.5f);
            }

        m_player.PartialAnimationControlled( false, PlayerCameraAnimationSettings() );

        SPlayerStats *pPlayerStats = m_player.GetActorStats();
        pPlayerStats->forceSTAP = SPlayerStats::eFS_None;
        pPlayerStats->bDisableTranslationPinning=false;

        m_player.StateMachineHandleEventMovement( PLAYER_EVENT_LEDGE_ANIM_FINISHED );
    }
开发者ID:eBunny,项目名称:EmberProject,代码行数:27,代码来源:PlayerStateLedge.cpp

示例3: Enter

    virtual void Enter()
    {
        TPlayerAction::Enter();

        IAnimatedCharacter* pAnimChar = m_player.GetAnimatedCharacter();

        if( pAnimChar )
            {
                pAnimChar->SetMovementControlMethods(eMCM_Animation, eMCM_Animation);
                pAnimChar->RequestPhysicalColliderMode(eColliderMode_Disabled, eColliderModeLayer_Game, "CActionLedgeGrab::Enter()");
            }
        switch (m_transitionType)
            {
            case SLedgeTransitionData::eOLT_VaultOverIntoFall:
            case SLedgeTransitionData::eOLT_VaultOnto:
            case SLedgeTransitionData::eOLT_VaultOver:
            case SLedgeTransitionData::eOLT_HighVaultOverIntoFall:
            case SLedgeTransitionData::eOLT_HighVaultOnto:
            case SLedgeTransitionData::eOLT_HighVaultOver:
                break;
            default:
            {
                PlayerCameraAnimationSettings cameraAnimationSettings;
                cameraAnimationSettings.positionFactor = 1.0f;
                cameraAnimationSettings.rotationFactor = g_pGameCVars->pl_ledgeClamber.cameraBlendWeight;
                m_player.PartialAnimationControlled( true, cameraAnimationSettings );
            }
            break;
            }
    }
开发者ID:eBunny,项目名称:EmberProject,代码行数:30,代码来源:PlayerStateLedge.cpp

示例4: OnLeave

void CMountedGunController::OnLeave( )
{
    CRY_ASSERT_MESSAGE(m_pControlledPlayer, "Controlled player not initialized");

    ICharacterInstance* pCharacter = m_pControlledPlayer->IsThirdPerson() ? m_pControlledPlayer->GetEntity()->GetCharacter(0) : m_pControlledPlayer->GetShadowCharacter();
    if (pCharacter)
        {
            if(m_pMovementAction)
                {
                    m_pMovementAction->ForceFinish();
                    SAFE_RELEASE(m_pMovementAction);
                }

            CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
            if (pRecordingSystem)
                {
                    pRecordingSystem->OnMountedGunLeave(m_pControlledPlayer);
                }

            IAnimatedCharacter* pAnimatedCharacter = m_pControlledPlayer->GetAnimatedCharacter();
            CRY_ASSERT(pAnimatedCharacter);

            pAnimatedCharacter->ForceRefreshPhysicalColliderMode();
            pAnimatedCharacter->RequestPhysicalColliderMode(eColliderMode_Undefined, eColliderModeLayer_Game, "CMountedGunController::OnLeave");
            pAnimatedCharacter->SetNoMovementOverride(false);

            if (gEnv->bMultiplayer || m_pControlledPlayer->IsPlayer())
                pAnimatedCharacter->DisableRigidCollider();

            pAnimatedCharacter->GetGroundAlignmentParams().SetFlag(eGA_AllowWithNoCollision, true);

            m_pControlledPlayer->GetActorParams().mountedWeaponCameraTarget.zero();
        }
}
开发者ID:eBunny,项目名称:EmberProject,代码行数:34,代码来源:MountedGunController.cpp

示例5: Enter

void CActionCoopAnimation::Enter()
{
	TPlayerAction::Enter();

	QuatT targetPos(m_rootScope->GetEntity().GetPos(), m_rootScope->GetEntity().GetRotation());

	SetParam("TargetPos", targetPos);
	CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
	if (pRecordingSystem)
	{
		pRecordingSystem->OnMannequinSetParam(m_rootScope->GetEntityId(), "TargetPos", targetPos);
	}

	IAnimatedCharacter* pAnimChar				= m_player.GetAnimatedCharacter();
	IAnimatedCharacter* pAnimCharTarget = m_target.GetAnimatedCharacter();

	if( pAnimChar )
	{
		pAnimChar->SetMovementControlMethods(eMCM_Animation, eMCM_Animation);
		pAnimChar->RequestPhysicalColliderMode(eColliderMode_Disabled, eColliderModeLayer_Game, "CActionStealthKill::Enter()");
	}
	if (pAnimCharTarget)
	{
		pAnimCharTarget->SetMovementControlMethods(eMCM_Animation, eMCM_Animation);
		pAnimCharTarget->RequestPhysicalColliderMode(eColliderMode_Disabled, eColliderModeLayer_Game, "CActionStealthKill::Enter()");
	}

	PlayerCameraAnimationSettings cameraAnimationSettings;
	cameraAnimationSettings.positionFactor = 1.0f;
	cameraAnimationSettings.rotationFactor = 1.0f;
	cameraAnimationSettings.stableBlendOff = true;
	m_player.PartialAnimationControlled( true, cameraAnimationSettings );
	m_player.GetActorStats()->animationControlledID = m_target.GetEntityId();
	m_player.HolsterItem(true);

	// Update visibility to change render mode of 1st person character
	m_player.RefreshVisibilityState();

	// Mannequin can't set the tag's correctly on the exit, so we have to do it immediately after we started instead :)
	// the tags are set, but Exit() is called too late for our purposes, it is needed during the resolve of the next action
	m_rootScope->GetActionController().GetContext().state.Set(m_targetTagID, false);
}
开发者ID:aronarts,项目名称:FireNET,代码行数:42,代码来源:ActionCoopAnim.cpp

示例6: OnEnter

void CMountedGunController::OnEnter(EntityId mountedGunId)
{
    CRY_ASSERT_MESSAGE(m_pControlledPlayer, "Controlled player not initialized");

    ICharacterInstance* pCharacter = m_pControlledPlayer->IsThirdPerson() ? m_pControlledPlayer->GetEntity()->GetCharacter(0) : m_pControlledPlayer->GetShadowCharacter();
    if (pCharacter)
        {
            CItem* pWeapon = static_cast<CItem*>(g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(mountedGunId));
            assert(pWeapon);

            IActionController* pActionController = m_pControlledPlayer->GetAnimatedCharacter()->GetActionController();
            if (pActionController && m_pMannequinParams)
                {
                    SAFE_RELEASE(m_pMovementAction);

                    m_pMovementAction = new TPlayerAction(PP_PlayerAction, m_pMannequinParams->fragmentIDs.MotionMounted);
                    m_pMovementAction->AddRef();
                    pActionController->Queue(m_pMovementAction);
                }

            //////////////////////////////////////////////////////////////////////////
            // NOTE: This should go through mannequin
            CRecordingSystem* pRecordingSystem = g_pGame->GetRecordingSystem();
            if (pRecordingSystem)
                {
                    const SParams& pWeaponParams = pWeapon->GetParams();

                    IAnimationSet* pAnimationSet = pCharacter->GetIAnimationSet();
                    const int upAnimId = pAnimationSet->GetAnimIDByName(pWeaponParams.mountedTPAimAnims[MountedTPAimAnim::Up].c_str());
                    const int downAnimId = pAnimationSet->GetAnimIDByName(pWeaponParams.mountedTPAimAnims[MountedTPAimAnim::Down].c_str());

                    pRecordingSystem->OnMountedGunEnter(m_pControlledPlayer, upAnimId, downAnimId);
                }

            //////////////////////////////////////////////////////////////////////////

            IAnimatedCharacter* pAnimatedCharacter = m_pControlledPlayer->GetAnimatedCharacter();
            CRY_ASSERT(pAnimatedCharacter);

            pAnimatedCharacter->RequestPhysicalColliderMode(eColliderMode_Disabled, eColliderModeLayer_Game, "CMountedGunController::OnEnter");
            pAnimatedCharacter->SetNoMovementOverride(true);

            if (gEnv->bMultiplayer)
                pAnimatedCharacter->EnableRigidCollider(0.5f);
            else if (m_pControlledPlayer->IsPlayer())
                pAnimatedCharacter->EnableRigidCollider(1.5f);

            pAnimatedCharacter->GetGroundAlignmentParams().SetFlag(eGA_AllowWithNoCollision, true);

            BATTLECHATTER(BC_WatchMyBack, m_pControlledPlayer->GetEntityId());
        }
}
开发者ID:eBunny,项目名称:EmberProject,代码行数:52,代码来源:MountedGunController.cpp


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